/Engine/Source/Runtime/Experimental/Chaos/Public/Chaos/Collision/PBDCollisionSolverJacobi.h
struct FManifoldPoint
FSolverReal
ContactDeltaNormal
Errors to correct along each of the contact axes.
FSolverReal
ContactDeltaTangentU
FSolverReal
ContactDeltaTangentV
FSolverReal
ContactMassNormal
Contact mass (for non-friction)
FSolverReal
ContactMassTangentU
FSolverReal
ContactMassTangentV
FSolverVec3
ContactNormal
World-space contact normal and tangents.
FSolverVec3
ContactNormalAngular0
I^-1.(R x A) for each body where A is each axis (Normal, TangentU, TangentV)
FSolverVec3
ContactNormalAngular1
FSolverVec3
ContactTangentU
FSolverVec3
ContactTangentUAngular0
FSolverVec3
ContactTangentUAngular1
FSolverVec3
ContactTangentV
FSolverVec3
ContactTangentVAngular0
FSolverVec3
ContactTangentVAngular1
FSolverReal
ContactTargetVelocityNormal
Target velocity along the normal direction.
FSolverReal
NetImpulseNormal
FSolverReal
NetImpulseTangentU
FSolverReal
NetImpulseTangentV
FSolverReal
NetPushOutNormal
Solver outputs.
FSolverReal
NetPushOutTangentU
FSolverReal
NetPushOutTangentV
FSolverVec3
RelativeContactPosition0
World-space contact point relative to each particle's center of mass.
FSolverVec3
RelativeContactPosition1
FSolverReal
StaticFrictionRatio
A measure of how much we exceeded the static friction threshold.